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Simple Weapons
Firearms, Explosives and Alien Technology (DMG p267-268) The DMG very sensibly includes rules for more and futuristic weapons. Alongside the rapier and the great axe, we have rules for muskets, shotguns and antimatter rifles.
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Club | 1 Sp | 1D4 Bludgeoning | 2 Lbs | Light |
Dagger | 2 Gp | 1D4 Piercing | 1 Lbs | Finesse, Light, Thrown (20/60) |
Great-Club | 2 Sp | 1D8 Bludgeoning | 10 Lbs | Two-Handed |
Hand-Axe | 5 Gp | 1D6 Slashing | 2 Lbs | Light, Thrown (20/60) |
Javelin | 5 Sp | 1D6 Piercing | 2 Lbs | Thrown (30/120) |
Light Hammer | 2 Gp | 1D4 Bludgeoning | 2 Lbs | Light, Thrown (20/60) |
Mace | 5 Gp | 1D6 Bludgeoning | 4 Lbs | - |
Quarterstaff | 2 Sp | 1D6 Bludgeoning | 4 Lbs | Versatile (1D8) |
Sickle | 1 Gp | 1D4 Slashing | 2 Lbs | Light |
Spear | 1 Gp | 1D6 Piercing | 3 Lbs | Thrown (20/60), Versatile (1D8) |
Simple Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Crossbow, Light | 25 Gp | 1D8 Piercing | 5 Lbs | Ammunition, Range (80/320), Loading, Two-Handed |
Dart | 5 Cp | 1D4 Piercing | 1/4 Lbs | Finesse, Thrown (20/60) |
Shortbow | 25 Gp | 1D6 Piercing | 2 Lbs | Ammunition, Range (80/320), Two-Handed |
Sling | 1 Sp | 1D4 Piercing | - | Ammunition, Range (30/120) |
Martial Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Battleaxe | 10 Gp | 1D8 Slashing | 4 Lbs | Versatile (1D10) |
Flail | 10 Gp | 1D8 Bludgeoning | 2 Lbs | - |
Glaive | 20 Gp | 1D10 Slashing | 6 Lbs | Heavy, Reach, Two-Handed |
Greataxe | 30 Gp | 1D12 Slashing | 7 Lbs | Heavy, Two-Handed |
Great-sword | 50 Gp | 2D6 Slashing | 6 Lbs | Heavy, Two-Handed |
Halberd | 20 Gp | 1D10 Slashing | 6 Lbs | Heavy, Reach, Two-Handed |
Lance | 10 Gp | 1D12 Piercing | 6 Lbs | Reach, Special |
Long-sword | 15 Gp | 1D8 Slashing | 3 Lbs | Versatile (1D10) |
Maul | 10 Gp | 2D6 Bludgeoning | 10 Lbs | Heavy, Two-Handed |
Morning-star | 15 Gp | 1D8 Piercing | 4 Lbs | - |
Pike | 5 Gp | 1D10 Piercing | 18 Lbs | Heavy, Reach, Two-Handed |
Rapier | 25 Gp | 1D8 Piercing | 2 Lbs | Finesse |
Scimitar | 25 Gp | 1D6 Slashing | 3 Lbs | Finesse, Light |
Short-sword | 10 Gp | 1D6 Piercing | 2 Lbs | Finesse, Light |
Trident | 5 Gp | 1D6 Piercing | 4 Lbs | Thrown (20/60), Versatile (1D8) |
War pick | 5 Gp | 1D8 Piercing | 2 Lbs | - |
War-hammer | 15 Gp | 1D8 Bludgeoning | 2 Lbs | Versatile (1D10) |
Whip | 2 Gp | 1D4 Slashing | 3 Lbs | Finesse, Reach |
Martial Ranged Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Blowgun | 10 Gp | 1 Piercing | 1 Lbs | Ammunition, Range (25/100), Loading |
Crossbow, Hand | 75 Gp | 1D6 Piercing | 3 Lbs | Ammunition, Range (30/120), Light, Loading |
Crossbow, Heavy | 50 Gp | 1D10 Piercing | 18 Lbs | Ammunition, Range (100/400), Heavy, Loading, Two-Handed |
Longbow | 50 Gp | 1D8 Piercing | 2 Lbs | Ammunition, Range (150/600), Heavy, Two-Handed |
Net | 1 Gp | - | 3 Lbs | Special, Thrown (5/15) |
Ammunition
Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.
Heavy
Small creatures have disadvantage on attack rolls with heavy weapons.
Light
Nox player mac m1. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Reach
This weapon adds 5 feet to your reach when you attack with it.
Special
A weapon with the special property has unusual rules governing its use.
Thrown
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If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed
This weapon requires two hands to use.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property the damage when the weapon is used with two hands to make a melee attack.
Silvered Weapons
Some monsters that have immunity or resistance to non-magical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 Gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Weapon Damage 5e
Special Weapons
Weapons with special rules are described here.
Lance
You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Net
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are form less, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
From D&D Wiki
Fantasy Firearms[edit]
So, picture this. You're playing D&D. The guy next to you has a sword, the gal on your right uses her fists, and the friend of loosely-defined gender who sits across from you wields arcane magic of destructive potential. You? You've got a gun. Now, if you're playing in a fantasy setting.. hey, maybe guns don't fit the tone. But, in a world with enchanted weaponry, undead, and whatever the heck Flumphs are, it's not unreasonable to say some gnome or dwarf had the idea of making fantasy-gunpowder from dragon bone or fairy dust or something. So even in the most Tolkien-esque settings, there may be a place for it.
That said, the DMG does give rules for weaponry for renaissance, modern, and futuristic settings. Unfortunately, said weapons are not balanced for the traditional high-fantasy settings most are used to. So, this page will categorize, instead, firearms (or firearm-adjacent creations) that could conceivably fit in your run-of-the-mill D&D campaign.
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The Reload (X) Property[edit]
Currently, there's three types of vanilla D&D ranged weapons: Bows, Crossbows, and Thrown Weapons. Bows are two-handed weapons, with no restrictions to how often you can fire them. Crossbows have the loading property, preventing the user from firing them more than once per round (or requiring them to take the Crossbow Mastery feat), but many have more damage or are one-handed to compensate. Thrown weapons are just disposable melee weapons.
To differentiate firearms from these types of weapons, they can receive a 'Reload' property. Weapons with the reload property can hold a certain amount of ammo, e.g. a Revolver with 6 rounds. So, unlike crossbows, firearms can be fired more than once per round. However, when they run out of rounds, the weapon cannot be fired again until you use an action to reload it. Then, just like crossbows, they can come in one-handed or two-handed varieties. A firearm user does not need to invest in a feat to take advantage of any extra attack class features they get, over a crossbow user, but then has to deal with needing to spend a turn in 'down-time' every now and then. A weapon with a Reload(2) or even a Reload(1) property would be really rough!
Categorized List[edit]
Feel free to put the [[Category:Fantasy Firearms]] onto any firearm page that meets the following criteria:
1) It uses the Reload property
2) It is balanced alongside other vanilla D&D weapons, as opposed to the anachronistic weapons listed in the DMG or on this site.
3) The fluff for the page works for a fantasy setting, even if it uses copious amounts of Magitek. (If magic can create a wall of pure force or cross dimensions, it can also create an enchanted weapon that can accelerate a metal slug at relativistic speeds..)
Mundane Firearms | ||||
---|---|---|---|---|
Fantasy Firearm | Cost | Damage | Weight | Properties |
Alchemic Bullets | ||||
Bayonet Rifle | 95 gp | 1d10 piercing / 1d4 piercing | 12 lb. | Ammunition (range 100/400), heavy, reload (4 shots), special, two-handed |
Drake Cannon | 250 gp | 2d6 piercing | 4 lb | Ammunition (range 25/40),heavy, reload (2), special, two-handed |
Revolver, Variant | 150 gp | 1d10 piercing | 2 lb | Ammunition (range 25/100), light, reload (6 shots) |
Rifle, Variant | 90 gp | 1d12 piercing | 11 lb. | Ammunition (range 125/500), heavy, reload (4 shots), two-handed |
Siege Rifle | 250+ gp | 2d6 piercing | 20 lb. | Ammunition (range 100/400), Heavy, Reload (6 rounds), Special, Two-Handed |
Simple Pistol | 100 gp | 1d10 piercing | 0.5 lb. | Ammunition (range 25/75), hidden, light, reload (1), special |
Wheel-lock Carbine | 400 gp | 2d10 piercing | 9.5 lb. | Ammunition (range 30/120), two handed, reload (4 shots), special |
Magic Firearms | ||||
Firearm | Rarity | Type | ||
Deus Ex Calibre | very rare | Revolver | ||
Devil's Chamber | very rare | revolver | ||
Quickdraw Revolver | rare | revolver |
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